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RobLoach avatar RobLoach commented on July 28, 2024

nk_image is...

struct nk_image {nk_handle handle; nk_ushort w, h; nk_ushort region[4];};

handle.ptr should point to an SDL_Texture/SDL_Surface, and you'd interact with it from there.

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zoogies avatar zoogies commented on July 28, 2024

It seems that my issue was attempting to pass nk_image_ptr an SDL_Surface, or the (void*) pixels field of the Surface, rather than a SDL_Texture * which does indeed work.

Here is a small snippet using SDL and SDL_Image to display an nk_image inside of a button (for anyone who stumbles upon this issue in the future.

// do this once, sometime at init:
SDL_Surface *icon_build_surface = IMG_Load(PATH_TO_YOUR_IMAGE_HERE);
SDL_Texture *icon_build_tex = SDL_CreateTextureFromSurface(POINTER_TO_YOUR_SDL_RENDERER, icon_build_surface);
icon_build_texture = nk_image_ptr(icon_build_tex);
SDL_FreeSurface(icon_build_surface);

// usage of the image during nuklear lifecycle:
nk_button_image_label(ctx, icon_build_texture, "Build", NK_TEXT_CENTERED);

// of course, free your texture before shutting down:
SDL_DestroyTexture(icon_build_tex);

Screenshot_20240221_140225

The surfaces probably don't work due to variable SDL_PixelFormat's, but I am not familiar enough with the implementation to know if that's truly the case.

Additionally, I've gone ahead and opened a PR to add an example of nk_button_image_label to the sdl_renderer backend.
Hopefully that will be a good resource in the future to illustrate this.

#613

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